Confidence in Movement-Based Game Design Facilitation: Learning From a Novice Design Facilitator

Lærke Schjødt Rasmussen, Philip Wolfgang, Maximus Kaos, Lars Elbæk
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Abstract

Several movement-based and embodied design methods have been developed to supplement existing game design methods. Facilitating movement-based design methods is a practice that most game designers must master. Facilitation involves taking on several responsibilities and roles to ensure processes and activities follow the design project's principal values. For instance, the facilitator must possess design expertise and social awareness, be a direction setter and trust builder, facilitate stage engagement and mood, energise for commitment, and maintain a playful attitude. The many responsibilities and significant involvement will inevitably affect the facilitator, who enters an affective state facilitating the design activities. Through a phenomenological comparative analysis, this study explores how novice versus experienced facilitators perceive the emotion of confidence and its implications on the facilitation process. This analysis is based on a single case study of a two-day movement-based sports innovation camp for 80 K-12 high school students. Empirical data were generated using a combination of observations and interviews with seven of the involved facilitators: three experienced facilitators and four novice facilitators. Our research indicates that facilitation can be categorised into three stages focused on (1) Structure, (2) Process, and (3) Content. Reaching the Content stages requires a high bodily involvement closely linked to the facilitator’s confidence level, which we partially interpret as determined by the courage to use one’s body as a facilitation resource. Thus, the facilitation Process depends not only on the facilitator's level of expertise but also on confidence level and courage. Consequently, we recommend thorough preparation for each facilitation stage to support the facilitator's confidence. Structure: Outline a detailed playbook, organise the physical space and prepare necessary materials. Process: Prepare strategies for providing guidance and feedback. Content: Implement Movement-Modifiers and participate in warm-up activities.
基于动作的游戏设计促进的信心:从新手设计促进者那里学习
一些基于动作的设计方法和具身设计方法已经被开发出来,以补充现有的游戏设计方法。促进基于动作的设计方法是大多数游戏设计师必须掌握的实践。促进包括承担一些责任和角色,以确保过程和活动遵循设计项目的主要价值。例如,引导者必须具备设计专业知识和社会意识,是方向制定者和信任建设者,促进舞台投入和情绪,为承诺注入活力,并保持一种有趣的态度。许多责任和重要的参与将不可避免地影响促进者,他们进入一种促进设计活动的情感状态。本研究通过现象学比较分析,探讨新手与经验丰富的促进者如何感知自信情绪及其对促进过程的影响。这一分析是基于对80名K-12高中学生为期两天的基于动作的体育创新营的单一案例研究。实证数据是通过对7位相关调解员的观察和访谈生成的:3位经验丰富的调解员和4位新手调解员。我们的研究表明,促进可以分为三个阶段,重点是(1)结构,(2)过程和(3)内容。达到内容阶段需要高度的身体参与,这与引导者的信心水平密切相关,我们将其部分解释为由使用身体作为引导者资源的勇气决定的。因此,促进过程不仅取决于促进者的专业水平,还取决于信心水平和勇气。因此,我们建议为每个促进阶段做充分的准备,以支持引导者的信心。结构:勾勒出详细的剧本,组织物理空间并准备必要的材料。过程:准备提供指导和反馈的策略。内容:实施动作修饰,参与热身活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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